The first header was used to include the SpiderMonkey JS API at once,
with safeguards and preprocessor defines. Nowadays, SpiderMonkey
provides modular headers allowing us to include what we use, refs #8086.
Some defines have to be moved to compiler options but it is apparently
a mistake from the SM developers:
https://bugzilla.mozilla.org/show_bug.cgi?id=1987876
When scaling the GUI, GetCapHeight was incorrectly accounting for
m_Scale which caused text to be hidden due to improper clipping
calculations.
This commit corrects the CapHeight calculation by ensuring that the
division by m_Scale is applied, allowing text to be displayed correctly
at all GUI scale levels.
`TaskManager` and `Future` where coupled together. When a task is pushed
a future is returned. Also the `Future::Wrap` function was inconvenient
to use.
Now `TaskManager::PushTask` doesn't return a `Future` anymore. This
alows to use different `Future`-like types.
Also it's possible to easily use the `Future` with a different type that
implements a `PushTask` function.
We don't gain anything using a span here, so just don't.
```
source/graphics/Font.cpp:535:35: error: Out of bounds access in 'tempDstRow[3]', if 'tempDstRow' size is 2 and '3' is 3 [containerOutOfBounds]
const float dstAlpha{tempDstRow[3] / 255.0f};
^
source/graphics/Font.cpp:543:14: error: Out of bounds access in 'tempDstRow[2]', if 'tempDstRow' size is 2 and '2' is 2 [containerOutOfBounds]
tempDstRow[2] = static_cast<u8>(std::round(((b * srcAlpha + tempDstRow[2] * dstAlpha * (1.0f - srcAlpha)) / outAlpha)));
^
source/graphics/Font.cpp:544:14: error: Out of bounds access in 'tempDstRow[3]', if 'tempDstRow' size is 2 and '3' is 3 [containerOutOfBounds]
tempDstRow[3] = static_cast<u8>(std::round(outAlpha * 255.0f));
^
```
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
With C++20 the custom container PS:span, which was a backport of
std::span is no longer needed.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source and fix what
needs to be fixed.
Add markers to precompiled.h header includes to avoid
include-what-you-use wanting them to be removed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source and fix what
needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
New `[locale='xx']...[/locale]` markup lets GUI text sections render
with a locale-specific font (e.g. CJK) while the rest of the caption
keeps the current game font.
guiObject.caption = "Hello [locale='ja']世界[/locale], how do you
[locale='zh']感覺[/locale]" This is ideal for language pickers and
similar UI where you want the language name shown in its own script.
This commit unlocks richer, self-explanatory international UI while
keeping the legacy text behaviour unchanged.
Make include-what-you-use happy with files in source/graphics and fix
what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/lib and fix
what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/graphics and
fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
657be906fe allowed the use of boost filesystem v4, so this should have
been updated as well. As boost filesystem v2 is irrelevant as it was
removed in boost-1.50 so just remove the wrapper function altogether.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/graphics and
fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Does only include <errno.h> with the exception on Windows but only if
not using MSVC and even then depends on whether boost is included first
or not.
Use <cerrno> which was added in C++11 and is based of of Posix instead
of a particular cerrno.h of a particular C library.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Goal
----
Avoid corrupting the dynamic font-atlas on Vulkan by blocking any
re-uploads until the command buffer that created / last updated the
texture has actually been submitted.
What changed
------------
* **Queue-aware textures**
* Added `queueSubmitAware` flag to `IDevice::CreateTexture*` APIs.
* `Vulkan::CTexture` now stores two booleans:
- `m_QueueSubmitAware` – opt-in per texture.
- `m_PendingQueueSubmit` – set to *true* the moment an upload
is recorded, cleared once the submit scheduler has flushed.
* `CRingCommandContext::ScheduleUpload` marks the texture as
pending (`SetPendingQueueSubmit(true)`).
* **Device-side watcher**
* `Vulkan::CDevice` keeps a
`m_TextureUploadWatcherQueue`. Each frame it checks textures that
were uploaded ≥ `NUMBER_OF_FRAMES_IN_FLIGHT` frames ago and
clears their pending flag.
* New helpers
`ScheduleTextureUploadWatch `,
`ProcessTextureUploadWatchQueue()`.
* **Font code**
* Atlas texture is now created with
`queueSubmitAware = true`.
* `CFont::UploadTextureAtlasToGPU()` early-outs when
`IsPendingQueueSubmit()` returns *true*, instead of tracking a
submit-handle or the manual `m_IsLoadingTextureToGPU` flag
(removed).
Why this is better
------------------
The logic to wait for a flush is localised inside the rendering
backend, so `CFont` only needs to ask *“is my texture busy?”*.
This removes the fragile submit-handle bookkeeping and works even if
the scheduler issues multiple submits per frame in future.
Result
------
Atlas uploads are deferred until the previous submit completes,
eliminating the intermittent glyph corruption on the Vulkan backend
while leaving GL and the dummy backend unchanged.
Make include-what-you-use happy with some files in source/renderer and
fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with a part of the files in source/gui
and fix what needs to be fixed after including missing compile flags.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
The CI warns but doesn't fail, explicitly cast to float and while at it
use constant for PI/2.
```
source\graphics\cameracontroller.cpp(303): warning C4305: 'argument': truncation from 'double' to 'float'
```
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Suppressing boost warnings is already covered by how we include
libraries if there are actually still any of them relevant.
Then the v2 vs v3 stuff is obsolete as boost ships with filesystem v4
this days.
Lastly injecting a namespace alias via pch header is questionable, so
just don't.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
A new hotkey "hotkey.camera.togglebirdseyeview" allows to switch
between regular view and bird's eye (top-down) view.
When bird's eye view gets toggled on, the camera moves above the scene;
When bird's eye view gets toggled off, the camera moves back to the
default vertical rotation angle;
When bird's eye view is on, vertical rotation is disallowed.
Some have their editor configured to remove trailing whitespace and
editing such a file would "fix" it, adding an unrelated change.
Fix whitespace violations excluding third party libs and generated files
like glad or patches.
Enable pre-commit hook trailing-whitespace to enforce it in the future.
Fixes: #8016
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
To improve visual consistency during dynamic font rendering, especially
on lower-end machines or during low FPS moments, we now preload a set of
common Latin letters, digits, and punctuation glyphs immediately after a
font is loaded by the FontManager.
This reduces the likelihood of users seeing empty or missing characters
on the first frame after a font is used, minimizing visual glitches
during simulation.
The preloaded characters include:
- Uppercase and lowercase Latin letters (A–Z, a–z)
- Digits (0–9)
- Common punctuation and symbols (e.g., .,;:!?()[]{}<> etc.)
This change helps smooth the user experience and avoids blank spaces
during the initial rendering of text in performance-constrained
scenarios.
Because its a function `GenerateMap` is renamed to `generateMap`.
Allows to rewrite the libraries as modules and to remove the costum
`Engine.LoadLibrary` mechanism in the future.
Previously, `height` was derived from a manually chosen glyph (typically
"I", Standard Cap Height) using FontBuilder, and `lineSpacing` was used
inconsistently for layout logic as a height.
Now, with the FreeType-based system:
- `height` uses `face->size->metrics.height`, which includes the
recommended line height with internal leading/line gap as defined by
the font designer.
- `lineSpacing` was removed
- `GetCapHeight` uses the standard cap height + ascender to have a
visual virtual alignment
This change standardizes font metric usage:
- Use `height` for vertical layout and line progression.
- Use `GetCapheight` in layout engines like `CGUIText` or `CGUIString`,
This ensures better alignment across fonts and consistent spacing in
multiline text rendering.
Fixes: #7962
Optionally let actor templates define their own anchor types.
These override the default value defined in the template.
Useful for actors without their own entity template.
Reviewed-By: Itms
Reviewed-On: https://gitea.wildfiregames.com/0ad/0ad/pulls/7542
This commit primarily corrects an inaccurate comment and resolves a
hidden bug in the VisualActor shadow logic, while preserving the current
behavior.
Previously, the DisableShadows option removed both casting and receiving
shadows. However, the internal logic ignored this setting in some cases,
causing shadows to appear even when explicitly disabled in XML
templates.
This change introduces the ability to control CastShadows and
ReceiveShadows independently via template settings, defaulting both to
true unless explicitly specified.
In addition, previews are updated to receive shadows but not cast them,
improving visual volume effects without affecting lighting behavior.
The FreeType font loader was directly passing filesystem-style paths
(e.g., mod.zip/...) to FT_New_Face, which does not support paths inside
ZIP archives. As a result, FreeType failed to open the font, triggering
a crash when the engine attempted to use an invalid face object.
This patch changes the font loading logic to:
Use the VFS to read the .ttf font file into memory (shared_ptr<u8> and
size).
Load the font using FT_New_Memory_Face with the in-memory buffer,
ensuring compatibility with zipped mods.
Previously, opening a map that referenced a deleted or missing terrain
caused a severe crash with multiple error dialogs, forcing users to kill
the process. This change restores the previous behavior where missing
terrains are gracefully handled: a warning is logged and the terrain is
substituted with a fallback placeholder (ErrorTexture from
TextureManager).
This significantly improves UX for developers and modders working with
outdated or broken maps, aligning behavior with expectations from
earlier versions of the editor.
This commit introduces optional debugging visuals for font glyph
rendering. When enabled, each glyph is drawn with a surrounding debug
box to aid in visual inspection of glyph layout, spacing, and atlas
behavior.
Usage examples (via console):
// Enable debug box rendering
Engine.ConfigDB_CreateValue("user","fonts.debugBox", true);
// Set debug box color (R G B)
Engine.ConfigDB_CreateValue("user","fonts.debugBoxColor", "35 0 35");
This feature is intended for developers working on font layout or atlas
generation logic, and has no effect on normal gameplay or UI rendering
when disabled.
Text rendering appeared blurry due to subpixel positioning when using
LINEAR filtering. Replaced glyph position calculation with std::ceilf()
to ensure integer-aligned drawing coordinates and crisper text.
This commit enhances text rendering by leveraging FreeType and a dynamic
font atlas. Previously, GUI scaling relied on bitmap fonts, which led to
blurry and distorted text when scaling up. Now, we scale the font size
directly using FreeType, resulting in much sharper and more readable
text at any GUI scale.
Key improvements:
- Replaced bitmap font scaling with true font size scaling via FreeType.
- Reduced glyph cache dependency on fixed positions, relying on shader
scaling instead.
- Switched to float-based glyph positioning for more accurate rendering
and scaling.
These changes ensure clean and consistent text appearance across
different GUI scales.
FreeType’s FT_Glyph_To_Bitmap mutates the FT_Glyph by allocating a new
glyph object and overwriting the input pointer. This creates a risk of
memory leaks if the old glyph isn’t released or if ownership is unclear.
To avoid this, we now store the glyph in a UniqueFTGlyph and explicitly
pass it by reference to FT_Glyph_To_Bitmap. After the mutation,
ownership continues to reside in the smart pointer, and cleanup is
guaranteed even in error branches.
For temporary glyphs (e.g., strokes), we still manually call
FT_Done_Glyph, since they are not managed by UniqueFTGlyph. These
changes ensure all glyph memory is correctly released and reduce the
need for repetitive error-path cleanup code.
A last minute change in #7787 caused the bold and italic identifiers of
fonts to be ignored once it got merged in 734386ce9f and all fonts to
be rendered as regular fonts. This commit fixes that.
Replace premade bitmap fonts with FreeType2 and dynamic texture atlas.
Switched from static, premade bitmap fonts to runtime-generated glyphs using FreeType2.
Glyphs are rendered on demand into a dynamic texture atlas, improving scalability,
font quality, and support for internationalization.
Currently using RGBA format for compatibility across all render
paths while initial support for R8_UNORM is being added.
This prepares for future optimizations in VRAM and performance
Includes groundwork for gamma-corrected blending and future swizzling support.